text: import Processor from 'engine/processor/processor';
  
  import conditionControllers from './conditionControllers';
  import substatePickers from './substatePickers';
  
  const FRAME_RATE = 100;
  
  const RENDERABLE_COMPONENT_NAME = 'renderable';
  const ANIMATABLE_COMPONENT_NAME = 'animatable';
  
  class AnimateProcessor extends Processor {
    constructor(options) {
      super();
  
      this._gameObjectObserver = options.gameObjectObserver;
      this._conditionControllers = Object.keys(conditionControllers).reduce((storage, key) => {
        const ConditionController = conditionControllers[key];
        storage[key] = new ConditionController();
        return storage;
      }, {});
      this._substatePickers = Object.keys(substatePickers).reduce((storage, key) => {
        const SubstatePicker = substatePickers[key];
        storage[key] = new SubstatePicker();
        return storage;
      }, {});
    }
  
    _setFrame(renderable, frame) {
      renderable.currentFrame = frame.index;
      renderable.rotation = frame.rotation !== undefined ? frame.rotation : renderable.rotation;
      renderable.flipX = frame.flipX !== undefined ? frame.flipX : renderable.flipX;
      renderable.flipY = frame.flipY !== undefined ? frame.flipY : renderable.flipY;
      renderable.disabled = frame.disabled;
    }
  
    _pickSubstate(gameObject, state) {
      const substatePicker = this._substatePickers[state.pickMode];
      return substatePicker.getSubstate(gameObject, state.substates, state.pickProps);
    }
  
    process(options) {
      const deltaTime = options.deltaTime;
      const messageBus = options.messageBus;
  
      this._gameObjectObserver.forEach((gameObject) => {
        const renderable = gameObject.getComponent(RENDERABLE_COMPONENT_NAME);
        const animatable = gameObject.getComponent(ANIMATABLE_COMPONENT_NAME);
  
        let timeline = animatable.currentState.timeline;
  
        if (animatable.currentState.substates) {
          const substate = this._pickSubstate(gameObject, animatable.currentState);
          timeline = substate.timeline;
        }
  
        const framesCount = timeline.frames.length;
        const actualFrameRate = FRAME_RATE / animatable.currentState.speed;
        const baseDuration = framesCount * actualFrameRate;
  
        animatable.duration += deltaTime / baseDuration;
  
        const currentFrame = animatable.duration < 1 || timeline.looped
          ? Math.trunc((animatable.duration % 1) * framesCount)
          : framesCount - 1;
  
        this._setFrame(renderable, timeline.frames[currentFrame]);
  
        const nextTransition = animatable.currentState.transitions.find((transition) => {
          if (transition.time && animatable.duration < transition.time) {
            return false;
          }
  
          return transition.conditions.every((condition) => {
            const conditionController = this._conditionControllers[condition.type];
            return conditionController.check(condition.props, gameObject, messageBus);
          });
        });
  
        if (nextTransition) {
          animatable.currentState = nextTransition.state;
          animatable.duration = 0;
        }
      });
    }
  }
  
  export default AnimateProcessor;
  